
Navigate your scrappy ship through the boneyard in search of valuable parts in abandoned vessels. Use salvage to upgrade your ship, or sell it for cash to pay down your mounting debt, or restock fuel, air, or food. Fly and role-play aboard your dream spaceship in this hardcore noir space-sim.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 10.44/day in the week to Aug 4 → 29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
In a solar system cut-off from a ravaged Earth, you play as a scavenger trying to make a living in the dredges of space. Wage-slave scrapper life isn’t enough anymore, and at last you’ve pulled together the funds (plus a hefty loan) to have a go at independence.
Based in the same universe as Blue Bottle Game’s last hit NEO Scavenger, learn to manage your dysfunctional crew and ship as you fend off bankruptcy...or worse.
Every choice you make will affect the outcome of the game. In character creation, you’ll use a Career Kiosk to shape your character’s background, income, and qualifications. Use it to customise your traits and skillset, which will be essential when managing your ship, its crew, and anyone sticking their noses in your business. You’ll start out the game with enemies, ex-lovers, and acquaintances to seek out… or avoid. Just remember your early decisions will affect your options and outcomes in conversations down the line.
Build your dream ship from the ground up, using detailed, functional parts. Scavenge “pre-loved” parts in the boneyard to upgrade your ship - finding old or rare parts in the system is much cheaper than tracking down the original manufacturer. Who has time to scour the solar system? Hook up subsystems, add extra power and fuel, and be sure to replace parts which have worn out during your adventures. Parts are essential to your experience and will change how your ship feels to fly.
“I cannot change the laws of physics, Captain!” In Ostranauts you will be piloting a ship under the laws of Newtonian flight, learning to fly using in-world manuals and sheets. It will be your job to manipulate control panels, flip switches, and to resist the urge to press the big shiny red button… Every craft has a different flight feel based on thrusters, hull mass, and how you’ve customised the ship. Remember to use a light touch whilst docking, and try not find yourself in the outer rim with an empty fuel gauge.
Even in the darkest corners of space, you are not alone. Each character you encounter runs an AI that is constantly making choices based on their current needs and past experiences. They have physiological and emotional needs, ranging from basic wants like food, oxygen and water all the way up to deeper needs like intimacy and security. As captain, keep an eye out at the space port, scout out a crew and build those relationships. Your background will shape out how you are able to interact with other characters and if they will join your ship - have you developed a silver tongue or does fear rule your ship?
Based in the same universe as NEO Scavenger, Ostranauts will be rich with lore for those who wish to explore. After the collapse of civilization on Earth, colonies and factions formed - colonising other planets, moons and asteroids - with only those able to adapt to the harshness of space able to survive. As states and corporations spread their reach through the System, whispers of unexplained phenomena are creeping through back channels.
Blue Bottle Games encourages players to join the Discord, share modding ideas, and to help grow the world of Ostranauts. Modders who want to make their experience more unique are able to edit a wide variety of game data - most of the game's data is in plain-text files for easy access. If you have an inquiry, send us a message in either the Blue Bottle or Kitfox Discord.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 625 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Still buggy, and there are two seperate distinct tutorials that go over the same thing. Genuinely baffling they bothered to release this out of EA.
I bought this game a long time ago because I saw the vision the developer was wanting to build and I wanted to invest in it. I played for the first time since announcing the 1.0 release. Unfortunately, I can't recommend people get this game if this is what the developers consider a full release. The game is supposed to be a gritty "life simulator" game where you're a poor nobody living in local space who finally gets a chance to escape the drudgery so that you can, finally, start to make a business for yourself. The game advertises scavenging derelict ships and finding rare and valuable components--there's no diversity in components. A thruster is a thruster, an antenna is an antenna, etc., there's only one variation of each ship component. There are systems in the game that are completely unused. I cannot tell you why I need to have a social life, it doesn't seem to affect anything in the game. Not that it matters because you can't customize your ship into a unique space to call home or anything. Combat is terrible. I've found it much easier to exploit a bug and take the CO2 scrubbers from enemy EVA suits. They'll pass out from CO2 poisoning soon enough. There doesn't seem to be anything to actually *do* in the game besides repeat the same repetitive docking mini-game, uninstall components, drag them across space (you literally drag them as if you're in gravity). There's no piracy or policing or station/colony development. There's nothing to this sandbox of a game. If this is what the devs consider 1.0 then I recommend people keep their money until a lot more content has been released.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 626 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The space privateer sim I’ve been waiting for since the 1990s
Unplayable game. Every mechanic is obnoxiously obtuse, I spend over half a hour trying to install a ♥♥♥♥♥♥♥ battery charger with it in my inventory and the game keeps saying missing item.
Solid do not buy. The vibe is great but when I have to fight the menus this hard to get into a game I'm not recommending it to anyone with something better to do.
I closed and refunded as soon as I had to choose a pronoun for my character. I signed up to play a space salvage simulator; not a body dysmorphia/mental illness simulator.
this game could be cool but it needs time to cook the good - flying is fun - fixing a ♥♥♥♥♥♥♥ to be something good is fun - taking a ship apart is fun - learning what's worth selling, keeping, or selling is fun - the gig system is fun - the pda has stuff like an in game timer and notepad the bad - the build planer feels bad to use - the pda takes up the left half of the screen - the AI has a stroke when following the build planer (will often go outside of the ship when it can be done on the inside) - when building a ship the whole the AI will take one lose item at a time even if it stacks (pick up one floor, drop off the floor, pick up one new floor, repeat) - most items that can stack will not do so if the durability is not the same (a 80% floor doesn't stack with an 81% floor) - stolen ships have a 10 second delay when you enter the pilot seat - barter zones don't work on stolen ships - for a stolen ship to be "yours" you need to buy it - you cannot own NPC ships
Game is nowhere near 1.0 release point both content wise and *especially* bug wise
6 years of wait, bought almost at instant when saw it in store waited and prayed it wont be like with Neo Scavenger Its Neo Scavenger all over again guys... 6 ♥♥♥♥♥♥♥ years and we still dont have passanger missions, we have broken as ♥♥♥♥ AI, game breaking bugs that can delete saves or softlock it, 1 questline that ends game when we finish it and big empty world sparkling with possobilites and words of developers "we planning 1 major update and will continue add fixes, QoL etc and if sales of 1.0 will be good we will continue developing game for 2-3 more years" Buying or not is up to you but for me its Neo Scavenger all over again. I love the game but i can no longer tolerate devs - You guys had already a huge black stain on your reputation with Neo Scavenger, but made a look like nothing ever happened, wont work again! Create social interactions, create full working police force, create illegal things, create licenses for scrapping and other stuff - make ship to ship battles before making all 3 main good mechanics touch each other like taxi quests or anything related to social play - fivehead move. i love this game like i loved space rangers in childhood, i love starsector i love space games like Space Station 13/14 where you play as yourself and game ends when you die and you must work, fight idno be whoever you are in space and yet almost all of thouse games eather died or have bad things happened to them is a huge shame
Ostranauts is a little rough around the edges - still in EA - but for those who want the closest thing out there to really being beltalowda - stripping, building, flying and flipping ships, building up a loyal crew, trading goods, or exploring the belt - all while avoiding the inyalowda influence best you can, it's just the thing. You'll need patience to learn the game systems, and both an eye and desire for detail. You will die the first few (several?) times you play. Over time you'll pick up the rhythm of character generation (repeat as you like initially). You'll learn not to mass designate jobs in overly large vertical swaths because the column-first task ordering is making your character (and eventually crew) keep walking around walls you aren't trying to remove and waste a lot time. You'll realize that you should just (almost) always wear an EVA suit and have a crate filled with backpacks in your right hand, keeping the other one free. You'll learn to love the laser torch, but NEVER for combat (except occasional BBQ). Make friends and influence people: it's nice to be able to ask your friend behind the port authority desk to give you a break on docking fees when you're low on credits. Never run your ship anywhere until you've at least spit-shined all the electrical conduits. Nobody likes spark-induced fires. Oh and don't walk outside without your helmet. Bugs are definitely still in there in places, especially NPC AI, but they're getting regularly addressed by the developers. The core loops of the game are in place and hellaciously fun to play. It's incredibly satisfying to buy a derelict, salvage some other 2 or 3 wrecks, and turn what you started with into a whole damn fusion torch-drive beauty you can sell for $$$$$$$. Do that enough, and maybe you're eyeing doing an interplanetary trade run to Venus...? When you get there, note the eccentricity of the orbital station's orbit! You'll definitely want to think about whether it makes more sense to approach at apogee or perigee... KSP experience will pay dividends there. Seems like half the playerbase wants the game to be easier and more arcadey, and the other half wants more hardcore sim like requiring perfect directional pre-approach to initiate docking. For my part, it's right in the sweet spot. Recent addition of secondary airlocks has been the killer app for me - I can tether my current wreck under repair to my main flying warehouse and go plunder the boneyard without having to worry about leaving one of them carefully orbiting somewhere. :chefs_kiss: Oyedeng beratna!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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